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Copy file name to clipboardExpand all lines: src/time/Time.js
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*/
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/**
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* Time constructor.
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* This is the core internal game clock.
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* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
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*
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* @class Phaser.Time
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* @classdesc This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
Copy file name to clipboardExpand all lines: src/time/Timer.js
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* So if you want to fire an event every quarter of a second you'd need to set the delay to 250.
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*
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* @class Phaser.Timer
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* @classdesc A Timer is a way to create small re-usable or disposable objects that do nothing but wait for a specific moment in time, and then dispatch an event.
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
Copy file name to clipboardExpand all lines: src/time/TimerEvent.js
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/**
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* A TimerEvent is a single event that is processed by a Phaser.Timer. It consists of a delay, which is a value in milliseconds after which the event will fire.
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* A TimerEvent is a single event that is processed by a Phaser.Timer.
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* It consists of a delay, which is a value in milliseconds after which the event will fire.
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* It can call a specific callback, passing in optional parameters.
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*
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* @class Phaser.TimerEvent
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* @classdesc A TimerEvent is a single event that is processed by a Phaser.Timer. It consists of a delay, which is a value in milliseconds after which the event will fire.
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* @constructor
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* @param {Phaser.Timer} timer - The Timer object that this TimerEvent belongs to.
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* @param {number} delay - The delay in ms at which this TimerEvent fires.
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